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when 27 # Custom 2
for i in 0...4
return poke if pokemon.happiness>=220 && pokemon.moves[i].type==level
end

only issue is if you want a pokemon to evolve if it has a normal type move as STRUGGLE also counts as normal so that condition is always true and not sure how to make it ignore STRUGGLE
probably because i didnt change evoparams the move type id is the numerical id of the move type and not its name but there you go

Thanks Clay that's a better method. There's no problem with the Struggle thing though, because requiring a Normal-type move for evolution would be redundant, since Normal-type moves are almost omnipresent in movesets and if a pokémon were to evolve by knowing a Normal-type move it might as well evolve at level 2.

only issue is if you want a pokemon to evolve if it has a normal type move as STRUGGLE also counts as normal so that condition is always true and not sure how to make it ignore STRUGGLE
probably because i didnt change evoparams the move type id is the numerical id of the move type and not its name but there you go

That's not an issue. No Pokémon can ever learn the move Struggle. Pokémon are forced to use Struggle if they can't use any other move, but they can't learn it.

That's probably because blank moves (which are still instances of PBMove like regular moves) have a type of 0 or something (I'm not sure exactly what it's doing). You should only analyse moves whose ID is greater than 0 (i.e. actual moves).

I wish I had more free time to help on this project. If it helps I could compile the new cries from Th3shark's thread in a folder with proper naming. Unless someone else is doing that already.

Also I have an idea for Inkay's evolution method:
- Reach level 30 while being in certain map. This map could be a special area like the Distortion World, or any environment where everything's upside-down. This is the closest thing I could think of to the real method. And I guess this would need to be a new method on its own, because it has to be specifically lvl 30.

vivillions forms depend upon the players physical location would this be possible in essentials (so if trade was possible you would need to trade with ppl all throughout the world eg japan, europe, america etc. to get each form)

vivillions forms depend upon the players physical location would this be possible in essentials (so if trade was possible you would need to trade with ppl all throughout the world eg japan, europe, america etc. to get each form)

Or maybe making its forms change according to a variable that chooses a random number at the start of the game.

I just started trying to create more function codes for RPGmaker and was wondering if you would like to have me post them here for open use? Also I need someone to tell me how to include the new function codes as they do not add the desired effect when I add them to a move.

I just started trying to create more function codes for RPGmaker and was wondering if you would like to have me post them here for open use? Also I need someone to tell me how to include the new function codes as they do not add the desired effect when I add them to a move.

Thanks for your time, Reuben

If your effects aren't working, create a new thread about it and we'll help you there.

Oh. Goodness, I haven't checked this forum in a while
But I have updated moves.txt and pokemon.txt (lacking alternate forms) in google docs. However, there may be some discrepancies between my pokemon.txt and what should be published for Essentials in an add-on because of some other changes I've made.

Shall I PM these documents understanding that they may require a little bit of editing?

vivillions forms depend upon the players physical location would this be possible in essentials (so if trade was possible you would need to trade with ppl all throughout the world eg japan, europe, america etc. to get each form)

Set this value into a variable. While undefined or 0, calls a method in certain points of the game that calls a url that displays lat/lon values (like http://api.hostip.info/rough.php?position=true). Define Vivillon form based on most near lat/lon positions. You can also set the form per country.

here is my gen 6 work so far
the script file contains a fix for the max species name size and 2 evolution methods (HappinessMoveType for Sylveon (value 18 for FAIRY and TypeDark for pancham and the value should be 30 as that is the level he evolves at)

the pokemon.txt in pbs needs completing (added all pokemon but the data for most of them is genesects as standin data)http://sdrv.ms/1bwzaSv

here is my gen 6 work so far
the script file contains a fix for the max species name size and 2 evolution methods (HappinessMoveType for Sylveon (value 18 for FAIRY and TypeDark for pancham and the value should be 30 as that is the level he evolves at)

the pokemon.txt in pbs needs completing (added all pokemon but the data for most of them is genesects as standin data)http://sdrv.ms/1bwzaSv

32

HappinessMoveType have a priority over Espeon and Umbreon? Since these three are triggered by happiness, a priority (or even changing the evolutions order at PBS) is necessary.

here is my gen 6 work so far
the script file contains a fix for the max species name size and 2 evolution methods (HappinessMoveType for Sylveon (value 18 for FAIRY and TypeDark for pancham and the value should be 30 as that is the level he evolves at)

the pokemon.txt in pbs needs completing (added all pokemon but the data for most of them is genesects as standin data)http://sdrv.ms/1bwzaSv

When putted it in it shows this anoying error it looks like this
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 653, key WildItemRare

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